I'm trying to create a screensaver, so strictly speaking this isn't for developing a game, but the subjects discussed on this SE site are a better match than any of the other sites, and I think the ...

I'm trying to figure out how to perform tiled rendering of my 3d scene (OpenGL). The motivation is to cut the scene up into several textures, combining them into a single image for saving at a very ...

I have noticed that in general it seems like the 3d graphics and animations for MMOs and MMORPGs seem not as seductive and polished as the graphics for normal, non-online 3d games.
How come this is ...

I was thinking how to do collision detection in my OpenGL application and came to conclusion that I should keep two copies of my geometry data.
1)First copy : Only for OpenGL rendering purposes.This ...

I have an orthographic camera that looks like this:
I create 2d polygonal meshes that have uniform z values in their vertices. I use Camera.ViewportToWorldPoint() to map these viewpoint vertices to ...

I am making a 3D game using LWJGL and I have a texture class with static variables so that I only need to load textures once, even if I need to use them more than once. I am using Slick Util for this. ...

I am starting to work with tessellation and have some problems right in the beginning. I try to render a quad made of two triangles with tessellation, but nothing appears on the screen. But as soon as ...

I'm currently trying to create a camera and entity/model matrix for my 2D game similar to that of Unity3D.
I've already tried to find answers to this question on stackoverflow/gamedev but i couldn't ...

I'm trying to render a simple model in libgdx.
I tried ObjLoader, G3DLoader, and Asset loading but nothing works.
I know the Model is actually there because when using a different batch besides the ...

I'm making a 2D game, rendered using WebGL (using ANGLE, which means that on Windows DirectX is actually used). This is desktop-only game, but would be great to be compatible with integrated graphics ...

I'm working on a front-to-back renderer for a 2D engine using an orthographic projection. I want to use the depth buffer to avoid overdraw. I have a 16-bit depth buffer, a camera at Z=100 looking at ...

The SmoothVideo Project uses frame interpolation to increase the fps of video from 24 to 60. The results are pretty impressive. I was wondering if this could be applied to, and whether it would look ...

I have all the DirectX11 devices etc setup and working with DirectXTK's SpriteBatch and currently attempting to implement a b2Draw class to draw my box2d physics worlds.
I have little idea on how to ...

I have a lot of 3D Characters and I wish to use them in a 2.5D game as Sprites; in doing this I have to render them from a fixed camera angle and since each should have its own atlas file containing ...

I'm trying to build a game in Unity similar to the game Kerbal Space Program where there are large celestial bodies that the player can orbit. I'm running into a few problems though. My first issue is ...

Using OpenGL tutorials found here, I constructed an .obj file loader as well as a texture file loader using SOIL. I have an issue with drawing a textured object. (Shown here) Assuming I created the ...

I'm making a 2D shooter game. As of now, every entity "draws itself", meaning every renderable entity has a draw function. I know it is better if rendering is handled separately, but how can I achieve ...

I have a libgdx screen's render method where I am executing lots of for loops and drawing various shapes on screen in thoese loops. Also I am manupulating (x,y) of each shape at runtime to acheive a ...

Currently I am doing my rendering by using a 3D array window_width x window_height x rgb as a buffer, then looping through the buffer and plotting pixels on screen using SDL2 (SDL_RenderDrawPoint). I ...

At this moment, I can only display text once I stop updating and drawing sprites. In the code below (which is actually the game loop), you can see how if GAMEOVER == True (gameloop stops drawing), the ...

What would be a good approach to develop the render system for an oldschool type racing game that uses a pseudo 3D scenery, like for example Outrun or Lotus Esprit Turbo Challenge? There's an endless ...

Disclosure: cross-posted on Unreal Answers, thought was sufficiently general for GameDev.SE
I am currently rendering a displacement texture and, separately, a normal texture for my ocean. Is there a ...

I'm developing a raycasting engine like the one used in DOOM, Wolfenstein 3D, etc.
My engine is capable of correctly displaying walls and textures on walls, but I'm stuck at sprites rendering.
Given ...

I am using ShapeRenderer in libgdx to draw my only character to get rid of texture in my game.
But I am not getting quality results. Circle edges are distorted. I tried with high resolution and also ...